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General Tabletop Discussion
*Pathfinder & Starfinder
Simulationist Question on PoL
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<blockquote data-quote="Jack of Tales" data-source="post: 4143013" data-attributes="member: 59475"><p>Wow thanks for all the great advice. I made a short checklist of sorts regarding posts that had things I'd love to implement in my game. Whoever mentioned armored caravans as a sort of PoL gave me a great idea for this small group of merchants/hunters/gatherers who travel from area to area and are a central PoL.</p><p></p><p>From what I've gathered I plan on re-inventing my previous idea (a small, 3,000 square mile alliance of provinces with 5-10 villages each with populations from 750-1600 and only three towns, with one central city) to a smaller, focused area of perhaps three villages with the starting one located within the ruins of a major town. Buildings will be part wood (modern) and part stone (what was already standing). Adventurers will be encouraged to have long lineages for their starting weapons and armor since new sources of iron will be relatively rare and the ability to forge steel weapons consigned to a small group (dwarves). travel will be dangerous due to surrounding goblin/hobgoblin, gnoll and harpy clans. In addition to this, the end of the world freed numerous low and mid level demons, devils and elementals. These creatures occasionally rampage although are usually content to either: 1) pose as gods, 2) extort money for protection or 3) sleep in random ruins. </p><p></p><p>The main issues I brought up were food: Will be dealt with using crop rotation and animals that are brought in at night.</p><p> Wood: Primary source, lots of forests nearby, no issues. </p><p>Stone: Pre-established cities are practically the only source. Perhaps a quarry may be discovered? not sure yet.</p><p>Iron: Brought in by halflings/armed caravans. Large mercenary groups (50-100 as someone else mentioned) using the idea of past weapons having long histories (something else mentioned) and dwarves holding the information on how to smelt steel fairly secretive.</p><p>Protection: As above, mercenary groups, pacts with monstrous humanoids, pacts with bandits, and pacts with the occasional demon. </p><p></p><p>I can sort out population density using Medieval Demographics Made Easy articles. Thanks for all the helpful postings!</p></blockquote><p></p>
[QUOTE="Jack of Tales, post: 4143013, member: 59475"] Wow thanks for all the great advice. I made a short checklist of sorts regarding posts that had things I'd love to implement in my game. Whoever mentioned armored caravans as a sort of PoL gave me a great idea for this small group of merchants/hunters/gatherers who travel from area to area and are a central PoL. From what I've gathered I plan on re-inventing my previous idea (a small, 3,000 square mile alliance of provinces with 5-10 villages each with populations from 750-1600 and only three towns, with one central city) to a smaller, focused area of perhaps three villages with the starting one located within the ruins of a major town. Buildings will be part wood (modern) and part stone (what was already standing). Adventurers will be encouraged to have long lineages for their starting weapons and armor since new sources of iron will be relatively rare and the ability to forge steel weapons consigned to a small group (dwarves). travel will be dangerous due to surrounding goblin/hobgoblin, gnoll and harpy clans. In addition to this, the end of the world freed numerous low and mid level demons, devils and elementals. These creatures occasionally rampage although are usually content to either: 1) pose as gods, 2) extort money for protection or 3) sleep in random ruins. The main issues I brought up were food: Will be dealt with using crop rotation and animals that are brought in at night. Wood: Primary source, lots of forests nearby, no issues. Stone: Pre-established cities are practically the only source. Perhaps a quarry may be discovered? not sure yet. Iron: Brought in by halflings/armed caravans. Large mercenary groups (50-100 as someone else mentioned) using the idea of past weapons having long histories (something else mentioned) and dwarves holding the information on how to smelt steel fairly secretive. Protection: As above, mercenary groups, pacts with monstrous humanoids, pacts with bandits, and pacts with the occasional demon. I can sort out population density using Medieval Demographics Made Easy articles. Thanks for all the helpful postings! [/QUOTE]
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Simulationist Question on PoL
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